10#ifndef BLITTER_32BPP_OPTIMIZED_HPP
11#define BLITTER_32BPP_OPTIMIZED_HPP
27 std::string_view
GetName()
override {
return "32bpp-optimized"; }
39 FBlitter_32bppOptimized() :
BlitterFactory(
"32bpp-optimized",
"32bpp Optimized Blitter (no palette animation)") {}
40 std::unique_ptr<Blitter>
CreateInstance()
override {
return std::make_unique<Blitter_32bppOptimized>(); }
BlitterMode
The modes of blitting we can do.
BlitterFactory(std::string_view name, std::string_view description, bool usable=true)
Construct the blitter, and register it.
The optimised 32 bpp blitter (without palette animation).
Sprite * Encode(SpriteType sprite_type, const SpriteLoader::SpriteCollection &sprite, SpriteAllocator &allocator) override
Convert a sprite from the loader to our own format.
void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) override
Draws a sprite to a (screen) buffer.
std::string_view GetName() override
Get the name of the blitter, the same as the Factory-instance returns.
The most trivial 32 bpp blitter (without palette animation).
std::unique_ptr< Blitter > CreateInstance() override
Create an instance of this Blitter-class.
Interface for something that can allocate memory for a sprite.
SpriteCollMap< Sprite > SpriteCollection
Type defining a collection of sprites, one for each zoom level.
SpriteType
Types of sprites that might be loaded.
Parameters related to blitting.
Data stored about a (single) sprite.
uint8_t data[]
Data, all zoomlevels.
SpriteCollMap< uint32_t > offset[2]
Offsets (from .data) to streams for different zoom levels, and the normal and remap image information...
Data structure describing a sprite.
ZoomLevel
All zoom levels we know.